ActionScript 3.0 :: Code Running When Adding A Child?
Dec 22, 2009
I have an older program that I need to update. In it I there is a movieclip that displays text. Embedded in that movieclip is a timer that makes the text disappear after a few seconds. Everything worked fine before when I was using flash to put the clips on the stage. Now I need export the symbols and use addChild to display them. My problem is that the timer is starting when I assign the clip to the variable (frame 1), not when I need it to; which is after I add the child (frame 70-ish). If I were starting over there is probably a million simple solutions to this, but I am trying to not rework everything I already made to fix this seemlingly small problem.
I've seen some discussion on how to load a child swf using swfLoader and accessing it's variables but I am wondering if it is possible to do this without adding any code to the child swf.Either accessing public vars or listening for funciton calls would work fine
I'm using setInterval() to run a function that shoot a bullet every 1.5 seconds.
every 1.5 second the function is run, the function include playing the shooting animation in timeline using gotoAndPlay(). and create a new instance of bullet animate towards a certain direction
But i want to know is it possible to finish playing the shooting animation first then only move on to creating the bullet instance part?
because currently the shooting animation and bullets created, is almost instantaneouly.. what condition should i add in order to do that??
Is it possible to start a seperate flash application from a main flash application. I really want it to be like how a messenger works... where the chat window is independent of the parent program and the user can minimize it or move it around the screen. I also need to be able to pass variables to the "chat window". I am thinking about using something like fsCommand maybe.. but I would also like the child window to be a swf and not exe file.What I got is a parent program that will be responsible for child programs The child programs will be started using variables that the parent initializes the child with (flashVar). The child window will be similar to chat windows such as Yahoo messenger.
Whenever I try to remove an object/child with enterframe running I always get null reference error.In my particular case, the setup is Battlefield contains a lot of Robot:
A child (Robot) dispatchEvent that it is destroyedThe parent container receives the event and starts removing the child by removeChild and remove the child from an array of Robots.on enterframe, during a loop to move the robots around, sometimes I would get null reference, so I have to call if (robots[i] == null) continue;
How do you safely remove the child without sprinkling if robot is null all over my enterframe?
i am slightly confused about the parent and child relationship. lets assume we have several different instances, what would be difference of adding them all as children of the stage and creating a parent-child hierarchy between them(other than the access path).
I'm new to webdevelopment and I am looking for some tutorials or resources about how to run C++ code in a browser. I soon going to do a degree project which implements a sound service in a browser (like flash I guess) using a provided DLL + my own program, so I'm looking for some starters on where to look. I don't have alot of webdevelopment experience but I do have a programming background C/C++. Cheers
I've got some legacy code that I really don't have time to rewrite. Is there any way to mark a code block so that flash player reads it as actionscript 1?
I've made a MovieClip of an electric wire with 3 different keyframes with a few frames between each. The first 2 keyframes have a single bitmap in each with a different picture, I want it to cycle between these two to make it look like the electricity is moving and not just sitting there. The 3rd keyframe has nothing, eventually I will put an image with the electricity off, so the player can walk through, I just haven't done it yet. Since I don't want it to run the last keyframe until the player turns it off, I put a gotoAndPlay(); command in the movie clip after the second frame looping it back to the first frame, problem is, the line refuses to work.
I have copied and pasted it from other programs where it worked, I have checked the Frame Name, I put other lines in there, like stop(); trace(); and other things, but could not get ANY line of code to work in the MovieClip. There's probably something like "the layer is invisible, code will not run", but I can't tell what it is. I've deleted the symbol and started over, same problem. I've restarted Flash, same problem. I've restarted the computer, same problem. I even took it to a different computer, same problem. I don't know why it won't run this code, is there something disabling it that I overlooked? I have other code in the main timeline outside the movie clip and code in other movieclips that has always worked fine and continues to work fine, I don't see what the problem is.
I ignored the problem for a while, and worked on other things, but I had to add multiple frames to an existing movieclip (which I believe was created before the other one), and now this movieclip is having the same problem. Does anyone know how to fix this, before it spreads to the rest?
How can I run code in Actionscript 3 when a page with my flash object is.well.I'm not sure of the term.When the webpage is left and the flash applet is exited?
I am publishing an animation which needs to dispatch events from certain frames on the timeline. The document class is InteractiveAnimation - here's the important bit:[code]When I load it into my player application (into the same ApplicationDomain, I might add) all I get is:"Running constructor of InteractiveAnimation" the timeline trace doesn't happen. Or any other timeline code for that matter.What is killing the framescripts? Has anyone even got any suggestions as to how I might continue to track this down?
I recently discovered the incredible functionality of getDefinitionByName(), I'm attempting to load in pages for an interactive book.Each page has its own functions, listeners, nested animations, and timers.When loading in these pages, no stop()s are working within the nested clips, and any interactivty has been lost.It's just a mess of a bunch of animations running over and over.[code]
In addition to having the MovieClips not running code, I am running into serious garbage collection issues.I can unload the pages from display, but all sounds continue playing.Does anyone have an idea of why these loaded MovieClips are not running code, and why they will not unload properly with the destroy() method?
I'm using Flash on my website and periodically my Flash object will crash. Is there a good way to debug my AS3 code while my Flash object is running in the browser?
I have a bunch of thumbnails i'm getting from XML that have this code on them...
Code: for (e = 0; e < total; e++) { _root.web_thumbs.thumb_button.duplicateMovieClip("button" + e, e + 12); _root.web_thumbs["button" + e].c = e;[code].....]);
It loads the XML variable fullimg into an empty movie clip on its own layer in the timeline.The movieclip, "container", is assigned this code, but the code isn't on the movieclip, it's on a frame designated for just actionscript.This is the code
The Problem Is...When there is no image loaded into the movie clip, it works fine, and shifts around depending on the location of the other movie clip, "content". But, once there is an image loaded into "container", it stops shifting around depending on the location of "content", and just sits in its last location.The only thing i can IMAGINE being problematic is, on another frame, where I have the XML being cut up and assigned to variables, at the end I have a remove _root.onEnterFrame, removing the onEnterFrame at the beginning of the XML to variables line of code, so that is stops running.
However, either I'm declaring my variables at the wrong bit/way or there is another problem, as I have been able to add the child I want to from the display list (sidepoint: is it right to call the display list everything in the library on stage at runtime plus those things you have exported for actionscript usage??!)...but when I want to remove it at the next cuepoint nothing happens. I feel this is a basic principle that is alluding me here.
Code: vid.addEventListener(MetadataEvent.CUE_POINT, cueText); function cueText(e:MetadataEvent): void{
I have seen a few blog entries on this and have had a discussion or two with my team mates but I would like to see what the stack overflow community thinks.
So why does the Adobe Alchemy Tool create so much faster running flash byte code than the flex compiler?
Also, when will the flex compiler be able to make similar performance gains? Will it require programmer specific use of special Array's or something of that nature to get the same performance?
The package code below is directly out of the Adobe flash help system: It works fine as an external .as file. However, I want to add some buttons from the library. I haven't been able to add another child, no matter where I put the code. I also tried putting the code to add a button in the internal movie frame script, but when I put ANY script there, I get this error "1180: Call to a possibly undefined method addFrameScript." The add button script, where Sub1_Btn has been exported for Actionscript and set up as a class in the buttons property window.
I am currently working on a project that has me adding and removing a notepad that is a movieclip. Initially, I put the notepad to the outside of the stage and just moved it in with a button click, but now I want to make it so that it appears and disappears from the stage.
I tried the following code and kept getting a 1010 error. Property undefined for "addNotepad".
I'm exercising scripting and struggling with adding a child to a object when the creation of the child is wrapped in this function
function makeBox():void {var box:Shape = new Shape;box.graphics.beginFill(0x66FF00);box.graphics.lineStyle(5, 0x6600CC);box.graphics.drawRect(mouseX, mouseY, 50, 50);addChild(box);}
Now I want to add the above shape as a child to this object
var Clip:MovieClip = new MovieClip;addChild(Clip);
if the first code was not a finction I have no problem to add the child by Clip.addChild(box); but I cant figure out how to use it if it is as a function.
I'm not talking about removing a child by simply using the removeChild(); method, but a more complicated (I think) way. For example, If a add a 'box' MovieClip with addChild, and I have a 'close' button inside the 'box' MovieClip, I want the 'box' MovieClip to disapear when I press the 'close' button. I tried
Code: addEventListener(Event.ENTER_FRAME, onEnterFrame); function onEnterFrame(event:Event):void {
I am trying to add a Child to the stage depending on what xml string is loaded based on a button click. I created a function for buttonFeedback but it breaks my code